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L’apprentissage dans les serious games : proposition d’une typologie
16 references·1 citing·50 second hop
L’apprentissage dans les serious games : proposition d’une typologie (2015)L’apprentissage dans les serious games : …Validating the distinction between computer addiction and engagement: online game playing and personality (2009)Validating the distinction be…The Long History of Gaming in Military Training (2009)The Long History of Gaming in…Multimodality and Interactivity: Connecting Properties of Serious Games with Educational Outcomes (2009)Multimodality and Interactivi…Evaluating Training Programs : The Four Levels (2009)Evaluating Training Programs …Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game (2008)Serious Video Games for Healt…Current issues and future directions in simulation-based training in North America (2008)Current issues and future dir…How to build serious games (2007)How to build serious gamesEMERGO: A methodology and toolkit for developing serious games in higher education (2007)EMERGO: A methodology and too…Auto-efficacité : le sentiment d'efficacité personnelle (2007)Auto-efficacité : le sentimen…Applying simulation experience design methods to creating serious game-based adaptive training systems (2006)Applying simulation experienc…Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Learning Styles and Learning …Holton's Evaluation Model: New Evidence and Construct Elaborations (2004)Holton's Evaluation Model: Ne…Flow and Media Enjoyment (2004)Flow and Media EnjoymentThe Use of Information Technology to Enhance Management School Education: A Theoretical View (1995)The Use of Information Techno…Objectivism versus constructivism: Do we need a new philosophical paradigm? (1991)Objectivism versus constructi…L'équilibration des structures cognitives : problème central du développement (1975)L'équilibration des structure…Humanités numériques et formation innovante en didactique du FLE. (2019)Humanités numériques et forma…A Dynamic Theory of Organizational Knowledge Creation (1994)Computer-Mediated Collaborative Learning: An Empirical Evaluation (1994)Web-Based Virtual Learning Environments: A Research Framework and a Preliminary Assessment of Effectiveness in Basic it Skills Training1 (2001)Researching the community of inquiry framework: Review, issues, and future directions (2007)What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction (2007)Internet Addiction: The Emergence of a New Clinical Disorder (1998)Self-Efficacy: The Exercise of Control (1999)Diagnostic and Statistical Manual of Mental Disorders (2013)A vacation from your mind: Problematic online gaming is a stress response (2014)Intense video gaming is not essentially problematic. (2017)High Involvement Versus Pathological Involvement in Video Games: a Crucial Distinction for Ensuring the Validity and Utility of Gaming Disorder (2019)The Structure of Scientific Revolutions (1963)The Structure of Scientific Revolutions (1963)Situated Cognition and the Culture of Learning (1989)Constructivism and computer‐mediated communication in distance education (1995)Activity theory as a framework for designing constructivist learning environments (1999)Behaviorism, Cognitivism, Constructivism: Comparing Critical Features From an Instructional Design Perspective (2013)Techniques for Evaluating Training Programs (1975)Toward an integrative theory of training motivation: A meta-analytic path analysis of 20 years of research. (2000)Organizational learning culture, learning transfer climate and perceived innovation in Jordanian organizations (2005)The Dimensions of Learning Organization Questionnaire (DLOQ): A validation study in a Korean context (2009)A Critique of Kirkpatrick's Evaluation Model (2017)Communication and Persuasion (1986)Implementation intentions: Strong effects of simple plans. (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Serious games and learning effectiveness: The case of It’s a Deal! (2011)Modeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014)Fake news game confers psychological resistance against online misinformation (2019)Would-be worlds: How simulation is changing the frontiers of science (1996)Digital Illusion: Entertaining the Future with High Technology (1997)The Gaming of Policy and the Politics of Gaming: A Review (2009)A Brief History of Serious Games (2016)Serious games on environmental management (2016)Optimal experience: Psychological studies of flow in consciousness. (1988)Finding flow: the psychology of engagement with everyday life (1997)Engagement in digital entertainment games: A systematic review (2011)The benefits of playing video games. (2013)The Concept of Flow (2014)The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning: Legitimate Peripheral Participation. (1994)The Learning Way (2008)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The Role of Leadership in a Digitalized World: A Review (2019)The flawed four‐level evaluation model (1996)A critical analysis of evaluation practice: the Kirkpatrick model and the principle of beneficence (2004)The Science of Training and Development in Organizations (2012)Apprendre en présence et à distance. Une définition des dispositifs hybrides (2006)The human side of leadership: Inspirational leadership effects on follower characteristics and happiness at work (HAW) (2018)Improving self-efficacy and creative self-efficacy to foster creativity and learning in schools (2021)
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References

  • 2005Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education4,977 cited
  • 2009Evaluating Training Programs : The Four Levels4,738 cited
  • 1991Objectivism versus constructivism: Do we need a new philosophical paradigm?1,504 cited
  • 1995The Use of Information Technology to Enhance Management School Education: A Theoretical View1,190 cited
  • 2004Flow and Media Enjoyment739 cited
  • 2008Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game366 cited
  • 2004Holton's Evaluation Model: New Evidence and Construct Elaborations323 cited
  • 2007Auto-efficacité : le sentiment d'efficacité personnelle309 cited
  • 2009The Long History of Gaming in Military Training238 cited
  • 2009Validating the distinction between computer addiction and engagement: online game playing and personality238 cited
  • 1975L'équilibration des structures cognitives : problème central du développement232 cited
  • 2008Current issues and future directions in simulation-based training in North America208 cited
  • 2007How to build serious games177 cited
  • 2007EMERGO: A methodology and toolkit for developing serious games in higher education159 cited
  • 2006

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Applying simulation experience design methods to creating serious game-based adaptive training systems
144 cited
  • 2009Multimodality and Interactivity: Connecting Properties of Serious Games with Educational Outcomes120 cited
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    • 2019Humanités numériques et formation innovante en didactique du FLE.2 cited